57 lines
2.2 KiB
C
57 lines
2.2 KiB
C
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPCOMMANDQUEUE
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#define INCLUDED_ICMPCOMMANDQUEUE
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#include "simulation2/system/Interface.h"
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/**
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* Command queue, for sending orders to entities.
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* Each command is associated with a player ID (who triggered the command, in some sense)
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* and an arbitrary script value.
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* Commands can be added to the queue at any time, and will all be executed at the start
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* of the next turn.
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*
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* Typically commands will be sent by the GUI to the networking system, which will eventually
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* add them to this queue; the player ID identifies the client who initiated the action, and
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* the command processing code ought to check the player has permission to perform that command
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* (e.g. make sure they only move their own units). The networking system will add a few turns of
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* latency before the commands reach the queue.
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*
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* Alternatively, commands may be added directly to the queue by AI scripts, to emulate a player,
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* in which case the ID identifies the AI player and the network is not involved.
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*/
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class ICmpCommandQueue : public IComponent
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{
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public:
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/**
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* Pushes a new command onto the queue. @p cmd does not need to be rooted.
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*/
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virtual void PushClientCommand(int player, CScriptVal cmd) = 0;
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/**
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* Calls the ProcessCommand(player, cmd) global script function for each command in the queue,
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* in order of adding to the queue, and empties the queue.
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*/
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virtual void ProcessCommands() = 0;
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DECLARE_INTERFACE_TYPE(CommandQueue)
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};
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#endif // INCLUDED_ICMPCOMMANDQUEUE
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